
# Objective - Fix adding `#![allow(clippy::type_complexity)]` everywhere. like #9796 ## Solution - Use the new [lints] table that will land in 1.74 (https://doc.rust-lang.org/nightly/cargo/reference/unstable.html#lints) - inherit lint to the workspace, crates and examples. ``` [lints] workspace = true ``` ## Changelog - Bump rust version to 1.74 - Enable lints table for the workspace ```toml [workspace.lints.clippy] type_complexity = "allow" ``` - Allow type complexity for all crates and examples ```toml [lints] workspace = true ``` --------- Co-authored-by: Martín Maita <47983254+mnmaita@users.noreply.github.com>
64 lines
1.7 KiB
Rust
64 lines
1.7 KiB
Rust
//! Provides scene definition, instantiation and serialization/deserialization.
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//!
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//! Scenes are collections of entities and their associated components that can be
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//! instantiated or removed from a world to allow composition. Scenes can be serialized/deserialized,
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//! for example to save part of the world state to a file.
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#![warn(missing_docs)]
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mod bundle;
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mod dynamic_scene;
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mod dynamic_scene_builder;
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mod scene;
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mod scene_filter;
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mod scene_loader;
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mod scene_spawner;
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#[cfg(feature = "serialize")]
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pub mod serde;
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/// Rusty Object Notation, a crate used to serialize and deserialize bevy scenes.
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pub use bevy_asset::ron;
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use bevy_ecs::schedule::IntoSystemConfigs;
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pub use bundle::*;
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pub use dynamic_scene::*;
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pub use dynamic_scene_builder::*;
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pub use scene::*;
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pub use scene_filter::*;
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pub use scene_loader::*;
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pub use scene_spawner::*;
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#[allow(missing_docs)]
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pub mod prelude {
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#[doc(hidden)]
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pub use crate::{
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DynamicScene, DynamicSceneBuilder, DynamicSceneBundle, Scene, SceneBundle, SceneFilter,
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SceneSpawner,
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};
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}
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use bevy_app::prelude::*;
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use bevy_asset::AssetApp;
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/// Plugin that provides scene functionality to an [`App`].
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#[derive(Default)]
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pub struct ScenePlugin;
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#[cfg(feature = "serialize")]
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impl Plugin for ScenePlugin {
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fn build(&self, app: &mut App) {
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app.init_asset::<DynamicScene>()
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.init_asset::<Scene>()
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.init_asset_loader::<SceneLoader>()
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.add_event::<SceneInstanceReady>()
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.init_resource::<SceneSpawner>()
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.add_systems(SpawnScene, (scene_spawner, scene_spawner_system).chain());
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}
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}
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#[cfg(not(feature = "serialize"))]
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impl Plugin for ScenePlugin {
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fn build(&self, _: &mut App) {}
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}
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